I'm writing this just as much for myself as for others. When thinking up whatever it is I want to write and publish, I try very hard to keep in mind the question of what other people would even want. I wonder how close it is to the kinds of things I myself want.
If you don't already watch the YouTube channel Questing Beast, then you should. There are other channels that also review RPG products, even ones that focus on OSR content, but they aren't as good as this one. Same guy (Ben Milton) who wrote Knave, in fact. Anyway, you'll greatly enjoyed perusing his video collection and seeing all the wild and crazy shit that he's reviewed. There's no shortage of fantastic content being made by creative individuals in this hobby. So what factors make the difference whether I'll spend my money or not?
Showing posts with label DIY. Show all posts
Showing posts with label DIY. Show all posts
Monday, November 18, 2019
Wednesday, November 13, 2019
BRAVE 1.0 - My Knave Hack
Here is a link to my custom mod for Ben Milton's minimalist RPG, Knave. [Edit] I've also now included the word document version. You can download this and then edit the text directly. It looks like if you don't have the fonts Ben picked out installed, you'll want those so the formatting is retained (Sebaldus-Gotisch and Crimson Text)
Just like the original, I recommend you print it out. Still just 7 pages, not too many changes. I anticipate editing it even more eventually, but this right here is the result of a fair amount of playtesting and changing what would work better for the folks I've played with.
The beginning lists the major additions, which include an adapted Death and Dismemberment ruleset, Patrick's Starvation rules from Veins of the Earth, my own Advanced Darkness, and then my own system for making leveling up a little bit more interesting. I also based healing rate on current level since every player I've had thought it was weird that you seem to get "worse" at healing the more experienced you are.
To make room for these, I took out all of the designer's notes. They were one of the best parts of the original Knave but if you're reading my version then you're probably already familiar with all of Ben's design choices.
I also changed a number of miscellaneous phrasing matters and small rules that, you may notice, bring the game slightly closer to 5E D&D than it was. Movement speed is 30'/round, an opposed check consists of both parties rolling, an attack roll must be greater than or equal to their Armor, renaming saving throws to Die Checks, etc. These help me and most of my players smooth over the transition between the two RPGs, especially since we usually go back and forth between them. One of the most annoying little hiccups in the game's flow is when someone accidentally makes reference to another game's terminology and then someone at the table who's never played that game says, "wait, what?" When 5E came out I kept accidentally saying "roll a Reflex/Fortitude/Will save" and my brand new players would get confused. It also means that all those passive little details in the rules that I'm really familiar with from 5E aren't wasted when switching to Knave for an evening.
The main reason I named this "Brave" is because, between Death and Dismemberment and my leveling system, this typically makes PCs much more powerful than in regular Knave. I mean, they're still just pathetic murder hobos compared to any D&D character, but it's all relative.
-Dwiz
Just like the original, I recommend you print it out. Still just 7 pages, not too many changes. I anticipate editing it even more eventually, but this right here is the result of a fair amount of playtesting and changing what would work better for the folks I've played with.
The beginning lists the major additions, which include an adapted Death and Dismemberment ruleset, Patrick's Starvation rules from Veins of the Earth, my own Advanced Darkness, and then my own system for making leveling up a little bit more interesting. I also based healing rate on current level since every player I've had thought it was weird that you seem to get "worse" at healing the more experienced you are.
To make room for these, I took out all of the designer's notes. They were one of the best parts of the original Knave but if you're reading my version then you're probably already familiar with all of Ben's design choices.
I also changed a number of miscellaneous phrasing matters and small rules that, you may notice, bring the game slightly closer to 5E D&D than it was. Movement speed is 30'/round, an opposed check consists of both parties rolling, an attack roll must be greater than or equal to their Armor, renaming saving throws to Die Checks, etc. These help me and most of my players smooth over the transition between the two RPGs, especially since we usually go back and forth between them. One of the most annoying little hiccups in the game's flow is when someone accidentally makes reference to another game's terminology and then someone at the table who's never played that game says, "wait, what?" When 5E came out I kept accidentally saying "roll a Reflex/Fortitude/Will save" and my brand new players would get confused. It also means that all those passive little details in the rules that I'm really familiar with from 5E aren't wasted when switching to Knave for an evening.
The main reason I named this "Brave" is because, between Death and Dismemberment and my leveling system, this typically makes PCs much more powerful than in regular Knave. I mean, they're still just pathetic murder hobos compared to any D&D character, but it's all relative.
-Dwiz
Monday, November 4, 2019
Accomplishments-as-XP
This article is entirely spitballing based on things I’ve been watching, reading, and thinking about lately. So one of the most common elements in RPGs is the idea of gaining experience, leveling up, and improving at your stats. Where other elements have changed dramatically, this has been consistent in every edition of D&D and is present in almost all other TTRPGs I’ve ever heard of. When videogames took inspiration from D&D, this was the element that earned the moniker “RPG,” and to this day is the main reason we refer to Final Fantasy and similar games as “RPGs” even though they don’t really have many of the characteristics most of us would consider more important to defining the medium of “role playing.”
Thursday, September 26, 2019
Advanced Darkness
Let’s do some more DIY D&D and hack the rules. I’m going to introduce to you my favorite and most important houserule: Advanced Darkness.
Why do we come up with houserules? Because there’s some kind of problem. Maybe not everyone sees it as a problem, but that’s oftentimes just because people have learned to live with it and be complacent with a deficiency that could be fixed.
How do we come up with houserules? We 1) identify the sources of the problems and 2) identify the results we would like to see instead. Creating a rule is creating the “cause” in a cause-and-effect relationship. In order to know what cause you should aim for, you need to know what effect you’re after.
What do we do with houserules? We test them out and explore their full implications. We look for vulnerabilities that could be exploited. We try to break them. We consider some unintended consequences. We try to think of ways it could interact with other game elements. We playtest it. We adapt it. We eventually figure out the best ruling possible. Maybe it’s a refined version of the houserule, or maybe its the RPG’s original ruling after all.
Overview
Why do we come up with houserules? Because there’s some kind of problem. Maybe not everyone sees it as a problem, but that’s oftentimes just because people have learned to live with it and be complacent with a deficiency that could be fixed.
How do we come up with houserules? We 1) identify the sources of the problems and 2) identify the results we would like to see instead. Creating a rule is creating the “cause” in a cause-and-effect relationship. In order to know what cause you should aim for, you need to know what effect you’re after.
What do we do with houserules? We test them out and explore their full implications. We look for vulnerabilities that could be exploited. We try to break them. We consider some unintended consequences. We try to think of ways it could interact with other game elements. We playtest it. We adapt it. We eventually figure out the best ruling possible. Maybe it’s a refined version of the houserule, or maybe its the RPG’s original ruling after all.
Friday, September 20, 2019
Electrum is Underdark Money
This is an example of why we need to make DIY D&D the norm in this hobby. I have seen, far too often, DMs dismissing an idea or mechanic or game element because they don’t like how it works when they instead could've hacked it to unlock its true potential. How many DMs don’t even bother with Alignment or Encumbrance or Darkness just because, as they exist in 5th Edition (and throughout the editions, generally), they kind of suck and need some reworking? I’ll show you how to do that right now.
In D&D, currency comes in three common denominations. Ten copper pieces to one silver piece, ten silver pieces to one gold piece. Beyond that you can have ten gold pieces for one platinum piece, and of course the infamous one, five silver pieces to one electrum piece AKA two electrum pieces to one gold piece. Electrum is the one that breaks the nice, consistent pattern. It is exceedingly rare. It seems pointless. It feels like if you received that as your treasure from the DM then they were trying to troll you a bit. So most people don’t use it and that’s that.
That’s the lame way of doing things.
In D&D, currency comes in three common denominations. Ten copper pieces to one silver piece, ten silver pieces to one gold piece. Beyond that you can have ten gold pieces for one platinum piece, and of course the infamous one, five silver pieces to one electrum piece AKA two electrum pieces to one gold piece. Electrum is the one that breaks the nice, consistent pattern. It is exceedingly rare. It seems pointless. It feels like if you received that as your treasure from the DM then they were trying to troll you a bit. So most people don’t use it and that’s that.
That’s the lame way of doing things.
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